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Tj Tagle (Order #26769938)


Table Of Contents
Chapter One: Introduction &
Combat - Pg.2

Chapter Two: Travel Speeds &


Aircraft - Pg. 4

Chapter Three: Engine Damage &


Critical Rolls - Pg. 5

Chapter Four: Skytrol Fuel &


Repairing Aircraft - Pg. 6

Chapter Five: Recruiting a Crew -


Pg. 7

Chapter Six: Building &


Designing Aircraft - Pg. 8

Chapter Seven: Aircraft Special


Rules - Pg. 15

Chapter Eight: Earning Gold


from Pirate Bounties - Pg.17

Chapter Nine: Aircraft Battles &


XP - Pg. 18

Contents | The
Dogfighter's Handbook
1
Tj Tagle (Order #26769938)
Introduction & Combat
Movement
A note from the Author: Moving an aircraft is a difficult process, which takes much
This ruleset has been designed with steampunk, talent and quick thinking. Aircraft must always move their full
magictech and diesalpunk themes in mind. It still movement value every turn. Aircraft can make two 45 degree
retains the traditional fantasy feel, and is not turns during their movement and must spend at least 25 feet
intended for fully fledged modern day campaigns. of movement in between both turns, meaning they cannot
turn to face someone in their rear with standard movement.
They can, however, ascend or descend up to half their
Air combat can be a large and important part of the world movement value without turning. Each chassis has a specific
of D&D. Pirates, traders, military powers and fantastical turn speed, shown on the chart later in this handbook. If an
creatures all often have some element of flying combat, aircraft is forced to end its turn in an occupied space, it treats
with many memorable battles of a campaign taking place the movement as a Ramming attack, listed below.
in the air. This ruleset aims to bring those combats to If an adventurer wishes to turn to 'face' their dogfighting
new adventuring parties, so they may shape their own opponent or perform a more creative method of evasion, they
stories and share them with the world. can do so by making a 'Maneuver'. A pilot can perform a
In this handbook you will find rules for turn based combat, Maneuver by spending their action to make up to four
travelling great distances using flight speeds, as well as the additional 45 degree turns, giving them a total turn degree of
rules for crashing aircraft, ramming great sky fortresses out 270 degrees instead of the standard 90 each round. Each
of the air, repairing and outfitting your ships and even hunting aircraft has a Turn Speed, shown on the Aircraft Chassis
down pirate bounties for gold or glory. These rules are table under Building and Designing Aircraft, later in the
intended for an almost completely different playstyle to that handbook.
of regular Dungeons and Dragons campaigns - with each
aicraft being a dangerous foe in its own right. At the end of It is advised that when fighting on a grid using Dogfighting
this handbook you will find tables for both Dungeon Masters rules, each square be equal to 25 feet instead of the regular
and Players to create and outfit their very own ships. Be 5ft, and to track flight height alongside each miniature to
warned, however, that to take on even a simple aircraft from avoid confusion when targeting enemies that may be above or
the ground without a ship of your own is an almost suicidal below you. This is due to flying creatures and aircraft having
task for early level adventurers. such large movement distances, and will help to keep the
game from getting too large or complex on a map.
Combat Note: If using this system, C grade aircraft take up a
25ftx25ft square, B grades a 75ftx75ft, and A grades anything
from 100ftx100ft and bigger.
The Turn
Turns and rounds in combat function very similar to those in
the Player's Handbook, however rounds are assumed to to A note on flying creatures.
last around 12 seconds, instead of the 6 seconds normally If an adventurer is in air combat on the back of a
assigned to 5th edition combat. This is to represent aircraft flying mount (such as a dragon or pegasus), then
combat being wild and furious, but taking place much further either creature can be targeted by spells, abilities
apart than ordinary tavern brawls, with aircraft and creatures and attacks. If an attack would target both
having to bank to turn, lining up strafing runs against each creatures and force a saving throw to avoid
other before savagely opening fire. damage, (such as a fireball) both the adventurer
and mount must individually make the saving
Initiative throw.
Adventurers that use flying mounts are much
When rolling initiative, creatures and crew always use their more at risk of damage than those using aircraft.
aircraft or creature mount's Dexterity modifier in place of However, to balance this, both the mount and
their own. It doesn't matter how quick skilled or efficient the adventurer can attack seperately during their turn,
pilot, crew or rider is if their aircraft or creature is slow and and the adventurer is always assumed to be in
cumbersome! three - quarters cover for the purposes of being
attacked or taking saving throws.
A rider cannot be dismounted from their mount
Ability Checks during dogfights unless their saddle is destroyed,
When making ability checks and saving throws in combat, as it is worn as an additional suit of armour. If,
adventurers piloting use the Strength, Dexterity and however, a mount dies or falls unconcious in a
Constitution scores of their aircraft or mount. When making dogfight, the rider may elect to detach themselves
checks or saving throws using Intelligence, Wisdom or from their riding seat in order to escape potential
Charisma, pilots use their own scores instead. certain death. Doffing a Dogfighting saddle takes 1
minute.

Introduction & Combat |


The Dogfighter's Handbook
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Tj Tagle (Order #26769938)
A Fighter, for example, can also use his/her Action Surge
Combat cont. ability in order to fire an equipped aircraft weapon twice as it
indirectly affects the aicraft. However, a Fighter cannot use
Attacking with Aircraft his/her Second Wind ability to allow the aircraft to regain hit
A creature piloting an aircraft must spend their action to points, as it would affect it directly instead.
operate the guns or equipment. When firing a weapon that
requires an attack roll, the piloting creature adds their Ramming Aircraft
proficiency modifier to the to hit modifier of the weapon, and Any aircraft can choose to ram another aircraft or creature
to it's damage rolls listed in the Weapons table. For example, while Dogfighting. To perform a ram, the pilot must expend
if a 5th level character fires a Light Autocannon, that has a an action to move the aircraft in a straight line towards the
base to hit modifier of +4, the weapon would have a total to chosen target. The target must then succeed on a Dexterity
hit modifier of +7 and a damage modifier of +3. If a weapon saving throw.
requires a save DC, the DC is equal to 12 plus the Pilot's On a successful save, the ramming aircraft passes by
proficiency modifier. unharmed, and nothing happens. On a failed save, the target
is rammed, as detailed below.
Closed and Open Topped Aircraft
Some aircraft have closed cockpits, while other, more A rammed target takes 1d6 bludgeoning damage for each
simplistic designs have open cockpits which, while less point of Strength the ramming aircraft has. The ramming
protected, also allow adventurers more freedom of actions aircraft takes half of this damage, rounded down. In addition,
while piloting. Creatures inside a cockpit (open or closed) are if an aircraft involved in a ram is grade E or D, its speed is
considered to be in total cover from all attacks and cannot be reduced to 0 until the start of its next turn.
directly picked out as a target, but any attack that targets or If the ramming aircraft is Grade C or above, it can then
requires a saving throw from the aircrafts Intelligence, attempt to intiate a Boarding Assault, as described below.
Wisdom or Charisma targets the piloting creature instead,
regardless of whether or not they can be seen. Boarding Enemy Aircraft
If a Grade C aircraft or above is equipped with Harpoon
A creature piloting a closed cockpit aircraft cannot use any weaponry and successfully rams an enemy aircraft, in
ability or spell from within the cockpit that targets anything addition to dealing the damage above, the ramming aircraft
outside of it. can choose to try and board the enemy aircraft to capture it.
Creatures in an open cockpit are still considered to be in total Make an attack roll with each equipped harpoon.
cover from all attacks, but can be targeted by melee attacks On a successful hit, that harpoon cable latches into the
whilst Dogfighting if in range. These creatures can also fight rammed enemy ship. Both ships must then remain within
back in melee, use their own weapons instead of the aircrafts' 25ft of each other for the duration of the assault, moving at
and cast spells or use abilities that has a target outside of the the speed of the slowest aircraft.
cockpit. A ship can attempt a boarding assault for a number of
rounds equal to the amount of successful hits, after which
For example, a creature in a closed cockpit would have point each harpoon cable snaps and the aircraft are
nothing to fear from a dragon landing on it's aircraft wing, but seperated, allowing each to move freely on their following
could only attempt to shake it off, and couldn't try hitting it turns as normal.
with a melee weapon. A creature in an open cockpit, however, Additional rules for boarding, can be found later in this
has much more to fear from a dragon, as it is quite capable of handbook , in Chapter 5: Recruiting a Crew.
landing on the aircraft's wing and striking the piloting
creature directly in melee, though it can defend itself with Flying Creatures and Movement
melee weapons or spells if it so chooses! Flying Creatures, whilst more mobile than aircraft at dodging
are, in their natural state, a lot slower at overall flight.
Class and Racial abilities Garganutuan and larger flying creatures in a Dogfight have a
Adventurers can use any racial or class abilities as normal flight speed of 250ft.Flying creatures smaller than this have a
while piloting, and still retain their proficiencies when flight speed of 350ft.
making skill checks pertaining to the aircraft. These abilities, A flying creature can perform a maneuver as a bonus action
however, can never apply to the aircraft directly, only and do not have a minimum move in between turning,
indirectly. meaning they can turn on the spot in midair. Flying creatures
For example, if a Barbarian is piloting an aircraft that is also do not need to use all their movement during a dogfight.
subject to a Dexterity saving throw, the barbarian's danger This allows flying creatures to effectively counter and out-
sense would apply, indirectly granting the aircraft advantage maneuver much more cumbersome aircraft constructs with
on the effect if the barbarian can see it, as he/she is piloting. little difficulty.
However, if the barbarian goes into a rage, the resistance
bonuses granted by the ability will not extend to the aircraft,
as it would have to affect the aircraft directly, and cannot
logically affect it indirectly.

Introduction & Combat |


The Dogfighter's Handbook
3
Tj Tagle (Order #26769938)
Flying Creatures and Ramming If the grappled creature is successful, it frees itself and can
immediately move up to half it's movement to disengage from
A flying creature can perform a Dogfighting grapple on an the attacking creature. This then ends it's turn. If the grapple
enemy aircraft or creature by ramming them using the rules is broken, the attacking flying creature is thrown off and it's
above. If the initial ram is successful, instead of making a speed becomes 0 until the start of it's next turn.
melee weapon attack and dealing damage, the target
becomes grappled by the flying creature.
Travel Speeds & Aircraft.
Grappling Aircraft in Dogfights Outside of combat, an aircraft or creature is capable of
If a flying creature successfully grapples an aircraft when moving at much greater speeds at the sacrifice of
Dogfighting as described above, a number of features maneuverability. To work out an aircraft or creature’s
happen: Cruising Speed, simply divide its flight speed by 2 .94,
The Aircraft's speed is not reduced, but it cannot perform rounding up to the nearest whole number. This is its Cruising
Maneuvers. Speed in MPH.
The flying creature's speed becomes 0. For as long as the For example, a Thunderbird ‘65 has a flight speed of 350ft.
grapple persists, the flying creature instead remains We divide this by 2.94, giving us a Cruising Speed of 119.047.
latched onto the grappled aircraft as the aircraft moves. Rounding up, this gives the Thunderbird ‘65 a Cruising
Ranged attacks against an enemy involved in the grapple Speed of 120MPH.
are at disadvantage due to the close proximity of an ally.
Melee weapon attacks by the flying creature against the Note: This is a simplified version of a much more complex
aircraft have advantage. This does not include the rider. and accurate formulae which will work for any flight speed. It
If grappling a Grade C or higher aircraft, it is additionally is also not an accurate representation of true real world flight
treated as a Boarding Assault, and follows all the rules for speeds, but works well with the mechanics of 5th edition.
Crew and Boarding Assaults found later in this
handbook. While moving at Cruising Speed, an aircraft or creature
cannot perform maneuvers and cannot attack. A creature or
The grappled aircraft can spend its action on subsequent aircraft returns to its ordinary flight speed as soon as combat
turns to break the grapple with a successful Dexterity begins.
(Acrobatics) check, contested by the grappling creature's
Strength (Athletics) check.
If the aircraft is currently boarded by the creature and wins Aircraft Falling Speeds
a boarding assault at the end of the round, it can immediately and Fall Damage.
attempt to break this grapple again, with the creature making
its Strength (Athletics) check with disadvantage. Aircraft and flying creatures engaging in Dogfights fall at a
If the Aircraft is successful, it frees itself and can rate of 100 feet per round if they ever end their turn with 0
immediately move up to 50 feet forwards to disengage. This movement speed, falling 50 feet at the end of their current
then ends it's turn. If the grapple is broken, the flying turn, and an additional 50 feet at the start of their next turn,
creature is thrown off the aircraft, and it's speed becomes 0 before any other rules or features activate.
until the start of it's next turn.
When Aircraft and Flying Creatures fall, they can choose to
Grappling other Flying Creatures in glide to attempt to stay in control. For every 50 feet down they
Dogfights. fall, they can glide 25ft in a direction of their choice (but not
If a flying creature successfully grapples an enemy creature up).
when Dogfighting as described above, a number of features
happen: Bailing out of a Falling Aircraft.
A pilot can, at any time, choose to bail out of their aircraft by
The target flying creature's speed is reduced to 0. spending their reaction to eject themselves in a suitable
The grappling flying creature counts as carrying the target fashion. The Aircraft's speed immediately becomes 0 and is
for the duration of the grapple. If it cannot carry it due to considered unusable until it stops moving (most often than
weight or any other intervening factor, it's speed is also not, by crashing into the ground).
reduced to 0.
Ranged attacks against an enemy involved in the grapple Crashing an Aircraft or Flying Creature.
are at disadvantage due to the close proximity of an ally. If an Aircraft or Flying Creature hits a solid object from
The grappling creature can move it's full movement if falling, they suffer fall damage. When a falling aircraft hits the
capable of carrying the grappled target. ground, it suffers 5d12 bludgeoning damage for every 100ft it
The grappled flying creature can spend its action on fell.
subsequent turns to break the grapple with a successful If this damage would reduce an aircraft to 0 hit points and
Dexterity (Acrobatics) or Strength (Athletics) check, lands on solid ground, it explodes, dealing 16d6 fire damage
contested by the grappling creature's Strength (Athletics) to any creature within a 25 feet radius, or half as much on a
check. successful DC 22 Dexterity saving throw. Any creature inside
the cockpit at the time of impact takes an additional 10d10
bludgeoning damage as they are crushed by the debris.
Travel Speeds & Aircraft
| The Dogfighter's Handbook
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Tj Tagle (Order #26769938)
Engine Damage & Critical Rolls

A
n aircraft's engine is a fickle and vulnerable Engine Types
thing, prone to overheating in the middle of a
stressful battle or bleeding fuel profusely if its There are 5 different grades of Engines used in this book.
Skytrol tank is hit. Each one grants different advantages and disadvantages,
which are listed below. Engines have a number of hit points
listed on their profile, which can only be affected by the
Often in Dogfights, guns can jam, barrels can run hot and Aircraft Botch Table. Once an engine has lost all its hit
engines can overheat. To represent the unreliable mechanical points, it breaks.
systems and constant stress engines are put under, aircraft An aircraft with a broken engine loses all bonuses granted
have an independent 'botch' table they must roll on whenever from that engine until it is repaired. If an Aircraft doesn't have
rolling a natural 1 or suffering a critical hit when Dogfighting. a functioning engine, it's speed becomes 0 and it becomes
Aircraft Botch Table inert and unresponsive.
Roll Engine Types
Result Botch
(d6) Type Description Engine Hit
Type Description Features Points
1 Engine A random Engine suffers 1d6 force
Damage damage. Grade 4 Common +50ft flight speed 10
Workhorse
2 Engine A random Engine suffers 1d4 fire damage Engine
Overheat and shuts off until the start of your next
turn. Grade 3 Light Scout +100ft flight speed 8
Engine
3 Weapon The firing weapon jams. You or a crew
Jam member can spend an action to unjam it Grade 2 Combat Engine +50ft flight speed 15
before it can be fired again. If no weapon Grade 1 Heavy Combat +25ft Flight Speed 25
was fired when rolling on this table, roll Engine
again.
Lodestone Magitech +150ft Flight Speed, 6
4 Trigger The firing weapon's trigger sticks, firing Powered Engine Does not require Fuel
Stuck continuously. This weapon will continue
to fire without expending an action until
the trigger is unstuck. At the start of your Lodestone Engines
subsequent turns, roll again on this table.
You can spend an action to unstick the Lodestone engines are magical engines that do not require
trigger. fuel. Unlike Skytrol Engines, however, if a Lodestone Engine
5 Billowing The Aircraft begins billowing smoke. For is reduced to 0 hit points, it does not break. Intead it shatters
Smoke 1d3 rounds, all ranged attacks against the into dust, and cannot be repaired. A Lodestone Engine heals
aircraft have advantage, and all melee itself over time when the aircraft is not in the air, regaining all
attacks have disadvantage. hit points lost after a long rest.
6 Rudder The Aircraft's rudder becomes jammed. It
Locked cannot perform Maneuvers for 1d3
rounds. You or another crew member can Dm's Note on Lodestones
attempt to fix this by spending an action Lodestones are rare and hard to manufacture.
at the start of your subsequent turns to This often means that aircraft powered by these
unlock the rudder. engines are expensive and highly sought after by
pirates. Lodestones are game changing for a lot of
Skytrol based travel management, and as such
should be available for purchase in only a few
locations around the world, or given out as quest
rewards.

Engine Damage & Critical


Rolls | The Dogfighter's Handbook
5
Tj Tagle (Order #26769938)
Skytrol Fuel & Repairing Aircraft

S
kytrol is the fuel that all Skytrol standard engines Assisting with Repairs
run on. It is a naturally occurring gas that is very
flammable, but easily gathered from the Creatures may assist others with repairs. If they do so, for
atmosphere. This makes it an almost limitless, every hour they choose to spend assisting repairs, the total
albiet dangerous, fuel source for the many amount of repair time reduces by 1 hour, to a minimum of 4
warships and aircraft around the world. Skytrol is hours of repair time. Repairs cannot be performed in the
measured in canisters, or tanks. Most aircraft use field. Instead, an adventurer must land in a town with an
a single 500 gallon tank, which normally gives a decent airfield to aquire materials and affect repairs.
amount of time for sustained long distance travel.
Hiring Repair Services and Material
Engines are often not the most efficient of design, with crews Costs
often opting instead for more fuel tanks if they wish to travel
for longer periods of time than better engines. All engines are When in most towns and cities, adventurers can pay for
considered to output 8MPG, (Miles per Gallon). repair services from the local crews stationed there. Repair
Crew costs can be found on the Repair Crew table. Material
If a fuel line or tank is removed prematurely or pierced, the costs are assumed to cover all expenses required to repair an
excess fuel leaks out and cannot be stoppered due to it's aircraft to the level the adventurer wishes it to be at. Material
gaseous nature. Often this means a punctured tank or costs vary from town to town, but in most places, the average
unsecured fuel line will quickly leak Skytrol, emptying a full cost of materials for repairing and aircraft is 1gp per hit
tank in a matter of minutes. point repaired.
To combat this problem, most aircraft carry additional
hand supply canisters or house additional tanks. Any aircraft
can carry additional canisters. To attach a hand canister to Repair Crews
the engine fuel lines, a pilot or crew member must spend an Most repair crews work 8 hour days. In addition,
action to connect up the line properly. To attach a new tank or repair crew costs do not include material costs.
refuel, special equipment is often needed that requires the
aircraft to land on an airstrip or docking bay.
The base cost of refueling is 7 Silver Per Gallon, however Aircraft Repair Table
this can fluctuate dependant on location and Dm's Discretion. Level of Damage Hours to Repair
Each chassis is capable of storing a number of additional
tanks or canisters. More information on this can be found in 0 - 100 Hit Points 4 Hours
Chapter Six: Building and Designing Aircraft. 101 - 200 Hit Points 7 Hours
201 - 300 Hit Points 10 Hours
Repairing Aircraft 301 - 400 Hit Points 13 Hours
Aircraft cannot regenerate hit points. Instead, they are 401 - 500 Hit Points 16 Hours
repaired during periods outside of combat, though it can take
some time, and during the time they are being repaired, they 501 - 600 Hit Points 20 Hours
cannot be in use. 700 + Hit Points 1 Day + 3 Hours per
Adventurers wishing to repair their aircraft must look at both 100 additional hit points
the Aircraft Hull and Engine Repair tables to figure out how
long it will take to make their aircraft completely functional Engine Repair Table
again. Level of Damage Hours to Repair Cost
For example, if an adventurer decided to spend 12 hours
repairing the aircraft, in that time, they could repair up to 200 1d4 Hit Points 1 Hour 25gp
Hit Points of damage, and repair 1d12 engine hit points. 1d8 Hit Points 3 Hours 45gp
However, if the adventurer only had time enough for 7 hours
of work, then they would instead be able to repair up to 100 1d12 Hit Points 5 Hours 75gp
hit points of damage, and repair 1d8 engine hit points. 2d10 Hit Points 8 Hours 100gp
Aircraft can, providing they have engine and general hit
points left, be taken back into combat, but any damages they Repair Crew Table
have sustained, such as hit point damage and broken engines
that have not been resolved, will stay until they spend the Crew Skill Repair State Hours to Repair Cost
allocated time to repair them. Top Tier Full Repair 4 Hours 1000gp
(Including Engines)
Mid Tier Full Repair 8 Hours 750gp
(Including Engines)
Low Tier Full Repair 12 Hours 500gp
(Including Engines)
Skytrol Fuel & Repairing
Aircraft | The Dogfighter's Handbook
6
Tj Tagle (Order #26769938)
Recruiting a Crew

O
ften aircraft can be so large and well equipped Crew abilities
that it takes entire crews to run them - even
moreso than the adventuring crew currently Having a crew can prove to be a useful investment. Firstly,
on board. When this happens, sometimes having a crew fill out the rest of a ship means more pintle
adventurers need to hire a crew to fill the gaps, mounted weapons firing and better boarding defences.
making sure every pintle mount is armed, and Secondly, it is a great opportunity for the Dungeon Master to
that they have a general boarding party to help flesh out the world with additional helpful NPCs.
fend off attackers while the party takes the fight to the enemy.
Note: When aboard a Grade C ship or higher, Repairing Damage & Speeding up Aircraft
adventurers all count towards the Crew Size, and can Alterations
take part in a Boarding Assault in place of an ordinary When repairing damages, crew members can assist to speed
crew member if they choose to do so. up time, just like adventures can, but sometimes not as well.
The table below gives a breakdown of how many other crew
Types of Crews members are required to offer the same level of help as a
fully fledged adventurer in terms of repairing and altering
There are a vast array of different NPCs that can make up a aircraft:
crew, but they all fall under one of four catagories:
Poorly Skilled Crew Skill Worth
A Poorly Skilled crew is cheap and can operate guns Crew Skill Number Required
relatively well, but don't expect them to be majorly useful in Poorly Skilled 5
the long run.
Well Trained Well Trained 3
A Well Trained crew is a standard crew, costing an average Experienced 2
wage but doing an average job for it. Often they are still new
recruits, but with training under their belt to help with most Military Grade 1
situations.
Experienced For example, in terms of repair assistance, 5 poorly skilled
An Experienced crew is often made up of rugged veterans, crewmen are equivalent to 1 Player Character Adventurer,
talented buccaneers or skilled marksmen. They demand a while 1 Military Grade crewmen is assumed to be their equal.
much larger wage, but do a far better job at it than most. Crew and Boarding Assaults
Military Grade Sometimes, flying creatures or other aircraft crews can
These crews can be made up of young prodigies, old end up boarding aircraft for close quarter fighting. In this
veterans or anywhere in between, but what makes them case, the crews involved will do whatever they can to repel
shine is there skill at operating and maintaining the aircraft the enemy. To represent this, at the end of the round, the
on which they serve. They are fearsome warriors and fear attacking creature can take an attack action that
very little in return, though they are very expensive to hire, automatically hits, with the attacking crew using half their
and very difficult to find serving in mercenary roles. total crew number, rounded down and rolling damage dice
pooled from the Boarding Assault Table below instead. The
Hiring a Crew defending crew and the pilot then roll their damage in return,
Crews can be drafted and hired from most villages, towns with the defending crew also using the dice pooled from the
and cities, though due to the sporadic nature of warfare, Boarding Assault Table.
trade and travel, not every location will be as popular as For every 15 points of damage the attacker wins by, the
others. For example, a busy trading village might have more defenders lose 1 crew, beginning with Poorly Skilled first and
well trained people spare than a peaceful village, due to the Military Grade last. For every 10 hit points of damage the
rarity in which some find themselves in those areas looking defenders win by, the attacker loses 1 crew or suffers the
for work. Consult the Crew Availability table to see the excess damage as piercing damage if the attacker is a
average availability of drafting a crew in various areas, and singular creature or mount. If there are multiple types of each
the general cost per day of having each member on board. in the Boarding Assault, the damage and/or crew loss is
halved between them.
Crew Availability The Boarding Assault ends when the defending crew repel
Military Cost Per the attackers or are killed, leaving the pilot to be captured
Crew Skill Villages Towns Cities Ports Day alongside the aircraft or left to fall to earth, unconscious.
Poorly 2d4 3d6 3d8 2d10 1sp Boarding Assault Table
Skilled
Crew Skill Damage die per member
Well Trained 1d4 -2 2d4 2d6 4d6 5sp
Poorly Skilled 1d4
Experienced 1d4 -3 1d8 3d4 3d8 1gp
-1 Well Trained 1d6
Military None None 1d6 3d6 5gp Experienced 1d8
Grade -2 Military Grade 1d10
Recruiting a Crew | The Dogfighter's
Handbook 7
Tj Tagle (Order #26769938)
Building and Designing Aircraft

T
his ruleset has been designed to allow each Upgrades and Modifications
adventurer to design their own aircraft from a
set of base chassis and weapons, that can then Now the aircraft has been built, armed, fueled and
be modified over time. An adventurer looking established, it's time to start work on upgrading the aircraft to
to create their own aircraft should consult the make it unique. Each chassis has a number of upgrade points
charts below. An aircraft can aesthetically look, that can be used to apply new features and stat increases to
feel and handle however the adventurer likes, the aircraft. These upgrades can be found in the Upgrades
however each aircraft will begin their life as one of the Five and Modifications table.
Chassis listed on the Chassis table. An Upgrade or Modification can only be selected once. You
can never have multiple instances of the same upgrade or
Constructing the Aircraft modification equipped at the same time.
All chassis have a base speed that the chassis itself is capable For example, you couldn't have two Engine
of reaching, an Armour class, average hit points, ability Reinforcement MKI's on the same Chassis, but you could
scores and crew size. have an Engine Reinforcement MK I and an Engine
When creating a Chassis for the first time, an adventurer Reinforcement MK II equipped at the same time.
can either use the average hitpoints, or roll the listed dice.
These hitpoints do not change again unless the Aircraft's Upgrades, Alterations and Time
Constitution increases. Once a chassis has been chosen, an Management
engine must be purchased. Each chassis as standard comes
with a single Grade 4 Workhorse Engine and single Fuel Naturally, when upgrading or modifying your aircraft, it often
Tank, which can be upgraded at the base cost shown plus the takes a long time to make sure everything is in working order.
upgrade cost on the Engine Upgrades table. To represent this, an adventurer wishing to make any
alterations to their aircraft (including engines, upgrades,
Hooking up the Fuel Tanks Skytrol tank and weapon replacements/additions etc), they
must always land at an airfield with parts available for
Fuel tanks come in two sizes; either 250 gallon, or 500 purchase before starting work on them.
gallon. The number of fuel tank slots a chassis has will be
listed on its table. Each tank when purchased new is Alone, an adventurer can make 1 change per day. For each
assumed to also be full with Skytrol. adventurer willing to assist with changing parts, the number
of changes that can be made per day is increased by 1.
Arming your Aircraft The amount of time it takes for an alteration varies
depending on the type. Consult the Aircraft Alteration Table
Once you've chosen a Chassis and hooked up the engine and below to work out how long each change will take you.
fuel tank, it's time to choose weapon systems. Chassis will
have listed on their profile a number of Weapon Hardpoints. Aircraft Alteration Table
These show the maximum number of weapons a chassis can
house at once. Type of Alteration Hours to Complete
A list of weapons and their statistics can be found on the Skytrol Tank replacement 1 - 2 Hours
Weapons table.
Modifications 6 Hours
Weapons and ammunition Upgrades 8 Hours
Unlike conventional firearms and bows, you are always
assumed to have enough ammunition on board to fight with, Weapon Replacement 12 Hours
as trying to track rounds from a fully automatic high calibre
autocannon might be a little too much to keep track of. Hiring Help
However, this doesn't mean that eventually you won't run Often, an adventurer may want to work on other things whilst
out. Each weapon comes with its own magazine box. When a they pay a crew of engineers to make the necessary
weapon is used during a combat, it uses up a portion of its adjustments to their aircraft. Consult the Engineer Hire
box. After 3 seperate combats, the magazine of that weapon Table below to work out which crew would work best for you.
is considered to have run dry. The pilot or a crew member Note: Durations only take into account working hours.
can spend their action to reload the weapon with a new box Most crews work 8 hour days.
on their turn if one is available. All airstrips house basic
ammunition for most weaponry. Some more exotic Engineer Hire Table
ammunition types will vary in cost and amount depending on Crew Skill Alterations Per Day Duration Cost
location. Each aircraft chassis can hold a number of
additional magazine boxes equal to half their Weapon Top Tier 7 8 Hours 1,500gp
Hardpoint Value, rounded down, to a minimum of 1. Mid Tier 6 12 Hours 1,000gp
Ammo costs are listed next to their corresponding weapon Low Tier 5 16 Hours 500gp
profiles on the Weapons Table. If No Box is listed, check the
Aircraft Special Rules for more information.
Building and Designing
Aircraft | The Dogfighter's Handbook
8
Tj Tagle (Order #26769938)
Aircraft Construction Tables
Aircraft Chassis
Fuel
Chassis Base Armour Hit Tank Engine Crew Weapon Upgrade Turn Cockpit
Grade Size Class Speed Class Points Slots Slots Size Hardpoints Points Speed Type Base Cost
E Large 400ft 20 150 1x 250 1 1 1 2 25ft Open 5,000gp
Gallon
D1 Huge 300ft 18 378 2x 250 2 1 1 3 25ft Open 10,000gp
Gallon
D2 Huge 300ft 18 378 1x 500 1 1 2 2 25ft Open 10,000gp
Gallon
C1 Gargantuan 200ft 16 528 3x 250 2 15 3 4 50ft Closed 25,000gp
Gallon
C2 Gargantuan 200ft 16 528 2x 500 3 10 5 3 50ft Closed 25,000gp
Gallon
B1 Colossal 100ft 14 741 2x 500 4 25 6 5 75ft Closed 80,000gp
Gallon
B2 Colossal 100ft 14 741 3x 500 5 20 10 4 75ft Closed 80,000gp
Gallon
A1 Titan 0ft 12 984 4x 500 6 50 14 7 100ft Closed 400,000gp
Gallon
A2 Titan 0ft 12 984 6x 500 8 40 20 5 100ft Closed 400,000gp
Gallon

E Grade B Grade
Value Ability Score Average Hit Point Mod Value Ability Score Average Hit Point Mod
14 (+2) Strength 26 (+8) Strength
20 (+5) Dexterity 12 (+1) Dexterity
14 (+2) Constitution 150 (20d10 + 40) 28 (+9) Constitution 741 (38d20 + 342)
0 (-5) Intelligence 0 (-5) Intelligence
0 (-5) Wisdom 0 (-5) Wisdom
0 (-5) Charisma 0 (-5) Charisma

D Grade A Grade
Value Ability Score Average Hit Point Mod Value Ability Score Average Hit Point Mod
16 (+3) Strength 30 (+10) Strength
18 (+4) Dexterity 6(-3) Dexterity
18 (+4) Constitution 378 (36d12 + 144) 30 (+10) Constitution 984 (48d20 + 480)
0 (-5) Intelligence 0 (-5) Intelligence
0 (-5) Wisdom 0 (-5) Wisdom
0 (-5) Charisma 0 (-5) Charisma

C Grade
Value Ability Score Average Hit Point Mod
Chassis Special Rules
22 (+6) Strength
All Aircraft are classed as Constructs with the following
16 (+3) Dexterity Damage and Condition Immunities. These immunities do not
22 (+6) Constitution 528 (32d20 + 192) apply to the pilots or any crew on-board, only for the Aircraft
itself:
0 (-5) Intelligence
0 (-5) Wisdom Necrotic, Poison, Psychic, Charmed, Exhaustion, Frightened,
Poisoned, Prone, Stunned.
0 (-5) Charisma
Building and Designing
Aircraft | The Dogfighter's Handbook
9
Tj Tagle (Order #26769938)
Engine Upgrade Table
Engine Type Description Features Hit Points Base Cost Upgrade Cost
Grade 4 Common Workhorse Engine +50ft flight speed 10 75gp Free
Grade 3 Light Scout Engine +100ft flight speed 8 150gp 100gp
Grade 2 Combat Engine +50ft flight speed 15 150gp 100gp
Grade 1 Heavy Combat Engine +25ft Flight Speed 25 200gp 100gp
Lodestone Magitech Powered Engine +150ft Flight Speed, Does not require Fuel 6 1250gp 750gp

Skytrol Generator
Skytrol Tank Size Base Cost Full Refill Cost Base Price per Gallon
250 Gallon 200gp 175gp 7 Silver
500 Gallon 375gp 350gp 7 Silver

Weapons Table
Magazine
Weapon Number To Hit Hardpoint Base Cost Per
Name Range of Shots Damage Fire Arc Modifier Notes Cost Cost Box
Light 250ft/300ft 4 1d10 Front +4 1 250gp 50gp
Autocannon Piercing Facing
Medium 150ft/200ft 3 3d8 Front +4 1 350gp 50gp
Autocannon Piercing Facing
Heavy 150ft/250ft 2 5d10 Front +4 2 450gp 50gp
Autocannon Piercing Facing
Light Quad 75ft Cone 1 2d12 Front Dex. 1 250gp 50gp
Flak Slashing Facing Save/Half
Cannons
Heavy Quad 75ft Cone 1 3d12 Front Dex. 1 450gp 100gp
Flak Slashing Facing Save/Half
Cannons
Light 100ft 1, One 2d6 Front, Dex. Save Requires arming as a 0.5 400gp No Box
Drillstorm Use Piercing Port or bonus action before
Torpedo Starboard firing. If the Drillstorm
Torpedo hits a target, it
burrows 5ft inside it.
Then, roll a d6. On a 2+
the target takes an
additional 8d6 fire
damage.
Heavy 50ft 1, One 2d6 Front, Dex. Save Requires arming as a 0.5 750gp No Box
Drillstorm Use Piercing Port or bonus action before
Torpedo Starboard firing. If the Drillstorm
Torpedo hits a target, it
burrows 5ft inside it.
Then roll a d6. On a 2+
the target takes an
additional 8d8 fire
damage.
Cannon 200ft/300ft 1 7d10 Front +4 1 500gp 50gp
Bludgeoning Facing
Echo 75ft 1 7d12 Force Front +4 On a successful hit, after 2 1,500gp No Box
Cannon Facing taking damage, target
must roll on the Aircraft
Botch Table. Requires
Lodestone Engine to
equip.
Fairy Fire 150ft/250ft 2 2d10 Force Front +4 Target must succeed on a 1 1,000gp No Box
Launcher Facing Wisdom saving throw or
be blinded until the end
of their next turn.
The Dogfighter's Requires Lodestone
Handbook
10 Engine to equip.

Tj Tagle (Order #26769938)


Weapons Table II
Weapon Number To Hit Hardpoint Base Magazine
Name Range of Shots Damage Fire Arc Modifier Notes Cost Cost Box Cost
Dragonfire 150ft 3 6d6 Fire FrontFacing +4 3 1,200gp 150gp
Cannon
Chain 100ft 1 4d6 Front +4 On a hit, target must 1 1,600gp No Box
Lightning Lightning Facing succeed on a
Launcher Constitution saving
throw or roll on the
Aircraft Botch Table, then
roll a d6. On a 5-6 the
lightning arcs to another
target within 200ft. Make
another attack with this
weapon against that
target and resolve it's
effects. After, roll another
d6. Continue in this
manner until there are no
other new aircraft for the
lightning to jump to, or a
1-4 is rolled on its d6.
The weapon then stops
firing for the turn.
Requires a Lodestone
Engine to equip.
Archfire 200ft/300ft 8 1d10 Fire Front +4 You can spend a bonus 2 1,000gp 350gp
Rocket Facing action to lock on to up to
Battery 4 separate targets in your
arc, and divide your shots
up amongst them.
Sleet Storm 200ft/300ft 8 1d10 Cold Front +4 You can spend a bonus 2 1,000gp 350gp
Rocket Facing action to lock on to up to
Battery 4 separate targets in your
arc, and divide your shots
up amongst them.
Lightning 200ft/300ft 8 1d10 Front +4 You can spend a bonus 2 1,000gp 350gp
Strike Lightning Facing action to lock on to up to
Rocket 4 separate targets in your
Battery arc, and divide your shots
up amongst them.
Thunderfire 500ft/750ft 1 10d12 Front +7 A target hit by this 5 3,000gp 500gp
Cannon Bludgeoning Facing weapon must
immediately roll on the
Aircraft Botch Table.
Grade C+
Twin 600ft/900ft 2 10d10 Front +8 On a hit, the target is 10 3,500gp 500gp
Barrelled Piercing Facing enveloped in a darkened
Nightstorm shroud that lasts until the
Cannon start of its next turn. This
has the same effect as a
3rd level Darkness spell,
but focused on the target
only. 2 Lodestone
Engines required to
equip Grade B+
Light Anti 175ft 1 2d8 Turret Dex This weapon is 1 350gp 50gp
Aircraft Piercing Save unmanned. Once per
Battery round it will
automatically fire at an
enemy target that enters
its range as an attack of
opportunity, without
expending a reaction to
do so. Grade C+

Building and Designing


Aircraft | The Dogfighter's Handbook
11
Tj Tagle (Order #26769938)
Weapons Table III
Weapon Number To Hit Hardpoint Base Magazine
Name Range of Shots Damage Fire Arc Modifier Notes Cost Cost Box Cost
Heavy Anti 150ft 1 3d10 Turret Dex Save This weapon is unmanned. 2 550gp 75gp
Aircraft Piercing Once per round it will
Battery automatically fire at an
enemy target that enters
its range as an attack of
opportunity, without
expending a reaction to do
so. Grade C+
Light Flak 50ft Cube, 1 2d12 Turret Dex This weapon is unmanned. 1 450gp 50gp
Battery centred on Slashing Save/Half Once per round it will
one target automatically fire at an
up to 75ft enemy target that enters
away its range as an attack of
opportunity, without
expending a reaction to do
so. Grade C+
Heavy Flak 75ft Cube, 1 3d12 Turret Dex This weapon is unmanned. 2 550gp 100gp
Battery centred on Slashing Save/Half Once per round it will
one target automatically fire at an
up to enemy target that enters
100ft away its range as an attack of
opportunity, without
expending a reaction to do
so. Grade C+
Light 300ft long, 1 10d10 Port or Dex Save Grade C+ 3 1,000gp 350gp
Broadside 50ft wide Bludgeoning Starboard
line
Heavy 200ft long, 1 14d10 Port or Dex Save Grade B+ 5 1,250gp 500gp
Broadside 75ft wide Bludgeoning Starboard
line
Heavy 25ft 1 2d6 Front, Special This weapon is for 2 500gp 50gp
Harpoon Piercing Port or Boarding Assaults, and
Cannon Starboard cannot be fired normally.
See Boarding Enemy
Aircraft and Special Rules
for more info. Grade B+
Light 125ft 1 3d4 Pintle +3 Grade C+ 0 75gp 25gp
Stubber Piercing Mount
Heavy 75ft 1 5d4 Pintle +3 Grade C+ 0 100gp 25gp
Stubber Piercing Mount
Firelauncher 50ft 1 4d4 Fire Pintle Dex Save Grade C+ 0 350gp 100gp
Mount
Harpoon 25ft 1 2d6 Pintle Special This weapon is for 0 250gp 50gp
Cannon Piercing Mount Boarding Assaults, and
cannot be fired normally.
See Boarding Enemy
Aircraft and Special Rules
for more info.
Force 100ft 1 3d4 Force Pintle +3 Grade C+. Requires 1 0 175gp No Box
Stubber Mount Lodestone Engine to
equip.
Lightning 75ft 1 4d4 Pintle +3 Grade C+. Requires 1 0 150gp No Box
Stubber Lightning Mount Lodestone Engine to
equip.

Building and Designing


Aircraft | The Dogfighter's Handbook
12
Tj Tagle (Order #26769938)
Experimental Weapons Table
Weapon Number To Hit Hardpoint Magazine
Name Range of Shots Damage Fire Arc Modifier Notes Cost Base Cost Box Cost
Tesla 100ft 1 3d6 All Arcs Con Experimental Weapon. Limited 5 5,000gp 3,500gp
Storm Radius Lightning save to 1 per chassis. Requires an
Generator Sphere Action to activate, and it
from active until the craft is
edges destroyed or it is turned off in
of the cockpit. Weapon
selected automatically inflicts damage
chassis as soon as any creature or
aircraft enters it's radius.
Targets in the radius must
then succeed on a Con saving
throw or roll on the aircraft
botch table. If it is a flying
creature, it instead takes 2d6
additional lightning damage
and is paralyzed until the start
of its next turn. Grade B+
Runestone 200ft 1 3d6 Front Facing +7 Experimental Weapon. Limited 2 5,000gp 1,500gp
Cannon Force to 1 per Chassis. On a hit, in
(Antimagic addition to taking damage,
Shells) that target loses all magical
features it has until the start of
its next turn. If cast on an
aircraft with a lodestone
engine, that engine will shut
down until the start of the
pilot's next turn. If a
spellcaster is on board an
aircraft when it is hit, they lose
all spellcasting features until
the start of their following
turn.
Wave 300ft 1 5d10 All Con Experimental Weapon. Limited 8 5,000gp No Box
Strike Cone Thunder Arcs/Specify save to 1 per chassis. On a failed
Cannon equip save, in addition to the
location damage dealt, the target's
speed is reduced to 0 until the
start of their next turn and
they are pushed 100ft away
from the direction of the
weapon. Requires 4 Lodestone
Engines to equip. Grade A
Earthshaker 500ft 1, 4d6 Front, Port, Dex Experimental Weapon. On a 5 10,000gp No Box
Torpedo Single Piercing Starboard Save failed save the target must
Use 14d6 make a Constitution saving
Thunder throw, with the DC equal to
half the damage dealt by the
Torpedo. On a success,
nothing happens. On a failed
save, the Torpedo's debris
punches multiple holes
through the target, dealing an
additional 10d6 piercing
damage. If targeting the
ground, it instead causes
effects similar to that of the
Earthquake spell. Grade B+
Wraithbore 1000ft 1 3d100 Front Facing +8 Experimental Weapon. Limited 15 10,000gp No Box
Cannon Force to 1 per Chassis. When this
weapon hits a target it emits a
gigantic pulse of white light.
All creatures in a 150ft radius
from the target must succeed
on a Dexterity saving throw or
be blinded until the start of
their next turn. Requires 4
Lodestone Engines to equip, Building and Designing
Grade A Only. Aircraft | The Dogfighter's Handbook
13
Tj Tagle (Order #26769938)
Upgrades and Modifications Table
Upgrade Upgrade Upgrade Upgrade or
Name Type Prerequisites Point Notes Modification
Engine Modification Grade 4 1 When rolling on the Aircraft Botch Table, you can add +1 250gp
Reinforcement Engine or to the result.
MK I Higher
Engine Modification Grade 4 2 When rolling on the Aircraft Botch Table, you can add +1 750gp
Reinforcment Engine or or -1 to the result. Does not work with Lodestone Engines.
MK II Higher
Armour Upgrade D Grade 2 You add +1 to your Armour Class, but lose 50ft of 250gp
Reinforcement Chassis and movement speed.
Above
Armour Upgrade D Grade 2 You add +2 to your Armour Class but lose 100ft of 500gp
Reinforcement Chassis and movement speed.
MK II Above
Armour Upgrade C Grade 3 You add +3 to your Armour Class, but lose 100ft of 1,000gp
Reinforcement Chassis and movement speed and 3 Weapon Hardpoints.
MK III Above
Ablative Modification None 1 You gain an Armour Threshold rating of (10). See Special 250gp
Plating MK I Rules.
Ablative Modification D Grade 2 You gain an Armour Threshold rating of (20). See Special 750gp
Plating MK II Chassis and Rules.
Above
Ablative Modification B Grade 3 You gain an Armour Threshold of (30). See Special Rules. 1,500gp
Plating MK III Chassis or
Above
Combat Modification D Grade 1 You gain resistance to nonmagical Bludgeoning damage. 500gp
Reinforcement Chassis or
MK I Above
Combat Modification D Grade 1 You gain resistance to nonmagical Slashing damage 500gp
Reinforcement Chassis or
MK II Above
Streamlined Upgrade None 1 You gain an additional 25 feet of movement speed, and 250gp
Design MK I remove 1 from your Strength and Constitution ability
scores, to a minimum of 0.
Streamlined Upgrade None 2 You gain an additional 50ft of movement speed, and 500gp
Design Mk II remove 2 from your Strength and Constitution ability
scores, to a minimum of 0.
Streamlined Upgrade None 2 You remove 3 from your Strength and Constitution ability 1,000gp
Design Mk III scores, to a minimum of 0, and can perform maneuvers as
a bonus action on your turn.
Resilient Upgrade None 1 You reduce your Dexterity score by 2, and increase your 350gp
Design MK I Constitution score by 2.
Resilient Upgrade None 3 You reduce your Dexterity Score by 4, and increase your 1000gp
Design MK II Constitution score by 4.
Speed Tweaks Upgrade None 1 You reduce your Constitution score by 2, and increase your 350gp
MK I Dexterity score by 2.
Speed Tweaks Upgrade None 3 You reduce your Constitution score by 4, and increase your 1000gp
MK II Dexterity score by 4.
Weapon Upgrade None 2 You increase your available Weapon Hardpoints by 1. 1250gp
Adapters
Co Pilot Seat Upgrade E or D Grade 1 You lose 2 Armour Class, but can have an additional seated 500gp
Chassis creature occupy this aircraft as a crew member.
Pintle Mount Modification E or D Grade 1 You can equip a single Pintle Mount of Grade C+ 250gp
Chassis requirement to the rear of the Chassis.
Close Cockpit Upgrade E or D Grade 1 Your aircraft no longer counts as being Open Topped. 250gp
Chassis
Torpedo Upgrade None 2 You can arm and fire up to all equipped Torpedos facing 1000gp
Battery the same Fire Arc on the same turn as a single action and
bonus action.
14
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Aircraft Special Rules

H
ere you can find a list of all the additional Pintle Mounted Weapons
rules shown in the Aircraft Design Tables.
Most are self explanatory, however there are a Often equipped on trade ships due to their cost effective
few specific new rules added that require a nature and utility, these weapons are designed as small
more in depth explanation. defensive guns to deter would be attackers, such as flying
creatures, or tailing enemy aircraft. A weapon with this rule
must have a free crew or party member available to fire it
Armour Threshold and can only be fired if there they are within 5ft of it. It
requires the creature to spend it's action to fire it, and does
If the aircraft suffers damage from an attack that totals the not get affected by the Aircraft Botch Table.
value listed in the (X) or less, it can choose to ignore it and A Chassis can have a number of pintle mounts equipped
take no damage from the attack. You cannot equip more than equal to half its crew number, rounded up, to a maximum
one Modification with this rule at the same time. of 10. These weapons do not take up weapon hardpoints, can
be fixed to face either the Fore, Port, Starboard or Rear in
For example, if you had an armour threshold of (10), and an any combination, and any number can be moved to another
attack hit you for 10 damage or less, you can simply ignore facing on a short rest with help from the crew.
the damage. If the attack deals damage of 11 or higher,
however, the attack would prove too powerful, and the aircraft If crew are lost during Boarding Assaults which would bring
would take the full 11 damage. the maximum number of allowed pintle mounts down, it is
assumed that the excess were destroyed during the combat.
Number of Shots (Aircraft Weapons If crew are removed by other means (such as the adventurer
Table) letting them go or being unable to pay their wage) and this
brings the maximum number of allowed pintle mounts down,
If a weapon has more than one shot, you would fire each shot then it is assumed they are sold for scrap (for 25gp per
as a separate attack roll against the same target, applying mount), as there aren't enough free crew members able to fire
damage modifiers separately each time. them.
For example, the Light Autocannon has 4 shots. So you Experimental Weapons
would make 4 separate attack rolls, with each of them roll
1d8 + the piloting creature's proficiency modifier in damage Experimental weapons are very powerful, very dangerous
rolls. developments that can often only be mounted on larger
Grade aircraft. These weapons are so powerful that they can
Fire Arcs only be obtained through either special quests (speak with
Certain weapons will have Fire Arcs listed on their profiles. you DM), or purchased for the base price (or often higher)
This is to represent which way the weapons can be mounted from a specific NPC. These weapons consume so much
on Aircraft, and subsequently, which directions they are able power that there can only ever be a single Experimental
to fire when mounted as such. Weapon on an aircraft at any given time. It is very likely that
unless you're involved with a very generous DM, or in a very
For example, the Light Autocannon can only be Front Facing, high level campaign, these weapons won't see much use.
meaning the aircraft will have to face it's target to fire at it
with that weapon. However, a Light Broadside can be Torpedoes
equipped either to face the Port (left) side of an Aircraft or Torpedoes are powerful, one use items that can be hooked to
the Starboard (right) side, and as such can fire either left or the underside of aircraft for a quick arm and fire. Torpedoes,
right, depending on how it's equipped. being under-mounted weapons, do not require additional
ammo feeds or as much space as a dedicated weapon system.
Turrets Therefore, a single Aircraft weapon mount can house 2
Turrets are a special kind of weapon that are not fired by the Torpedoes. A Torpedo can only be fired if the aircraft has not
pilot or by a crew member on board. Instead, they are performed a maneuver in their previous turn. Once a torpedo
designed with a simplistic construct intelligence to fire at is fired it is gone, and a new one must be purchased from
nearby enemy targets automatically. These weapons are weapon suppliers at resupply airstrips, if they have them in
always considered to be equipped on the deck of a larger stock.
ship, and have a domed firing arc, meaning they can fire
forwards, left, right, above, backwards and anywhere else
while remaining in the dome, but cannot fire down.

Aircraft Special Rules |


The Dogfighter's Handbook
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Tj Tagle (Order #26769938)
Upgrades and Modifications: The
Difference
Modifications are faster 'tweaks' to existing
Aircraft parts, and as such don't require as much time to
complete. Upgrades almost always require removing
elements of the aircraft in order to replace, or 'upgrade'
existing parts, and thus take much longer to complete.
Lodestone Required Weapons
Certain weapons require a Lodestone to be equipped before
the can be taken. This is because instead of using standard
ammunition, they draw power directly from the magical
Lodestone energies. This means that for as long as the
Lodestone Engine is intact, the weapon can fire without
running out of ammunition.
Harpoon Cannons
Harpoon Cannons are short range cannons that fire heavy
ballista style projectiles, designed to penetrate and capture
enemy aircraft. When fired, the steel cables lock in place,
ensuring a solid, if temporary, opportunity for boarding.
After a short time, however, these cables become weak,
and often snap, leaving the attacking crew to retreat or be left
to the mercy of the now free moving defending aircraft. Often,
wily commanders and crews will have additional magazines
at the ready to reload the cannons for another try.
An aircraft equipped with these weapons cannot fire them in
the conventional manner, instead using the Boarding Enemy
Aircraft rules found earlier in this book. A harpoon that
successfully hits an enemy aircraft deals the piercing damage
noted in it's entry.
During Boarding assaults, each successful hit from a
harpoon adds an additional round to the duration of the
boarding assault before the cables snap and the defending
aircraft manages to repel the attacker.
If a Heavy Harpoon cannon is fired, however, each hit from
one of these weapons grants an additional 3 rounds, instead
of the usual 1 for a pintle mounted harpoon cannon.

Aircraft Special Rules |


The Dogfighter's Handbook
16
Tj Tagle (Order #26769938)
Earning Gold from Bounties

O
ften, adventurers will find themselves low on Multiple Bounties
gold. While some quests will function well
under these circumstances, pilots have aircraft Often, bounty boards may have multiple bounties on offer
to run, and keeping them in top shape requires at once. Some bounties will be smaller than others, but
a steady supply of income. This is where will be around the same region, or even in the same area
bounties come in. Bounties are quests given as a larger, more dangerous bounty. Collecting a few
out by individuals, organizations or bounties at a time can quickly result in a good balance of
governments that often require a particular goal to be encounters, adventures and a tidy profit at the end of it all.
reached. Most of the time, these involve capturing or killing Be careful not to take too many though! Some bounties may
pirates, and destroying dangerous aircraft. overlap others, or have time limits on them that ambitious
The rules written out here are a simple guide to setting up adventurers might overstretch themselves with; wasting
bounties, and how to ensure a decent gold reward for keeping more days repairing and refueling than the timeframe would
those Steampunk engines running smoothly. allow. Speak with your party and decide as a group what style
of bounty hunting best suits you, then go out and get hunting!
Ground based Bounties
Ground based bounties are bounties that rely on the
adventurers setting out of foot, most likely after heading to an
area via their aircraft. Adventurers must always be wary of
traps and ambushes set up by their potential bounty, ans
sometimes it's rather obvious knowing someone is after you
when they have aircraft in tow!
These bounties follow the same Challenge Rating rules as
set out in the Dungeon Master's Guide, and should have a
bounty that is at least a medium challenge for the group. The
Bounty is always worth 50% of it's XP rating.
For example, a Challenge Rating 10 bounty, worth 5,900XP,
would earn the group 2,950gp. Some bounties will offer
additional rewards if certain conditions are met, such as
bringing back items, or in the case of certain monsters,
potentially bringing back particular parts of it, such as the
heart of a wendigo, or the claws of a bear. These additional
rewards often grant an additional 10% of the bounty's XP in
bonus gold, though your DM can decide if other items or a
bigger reward is needed.
Air based Bounties
Aircraft based bounties are designed around dogfights and
air combat. Some missions may be to attack, board and
capture an enemy pirate captain, while others could be to
destroy a certain aircraft that was threatening trade ships.
Whatever the mission, each one will have a set bounty based
on its challenge rating.
An easy challenge should grant the party 10% of their level
XP in gold. A medium challenge should grant them 30%, and
a Hard or Deadly challenge should reward them with around
50%.
For example, a party of 4 9th-level characters have a level
XP of 48,000 each. So a bounty array for a group of
adventurers at that level would look something like this:
Easy: 4,800gp
Medium: 14,400gp
Hard/Deadly: 24,000gp

Earning Gold from


Bounties | The Dogfighter's Handbook
17
Tj Tagle (Order #26769938)
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Tj Tagle (Order #26769938)

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